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So you want a new Appearance. Also know as how to create your own new head tutorial.


Darkkender

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Crafting a New Appearance Tutorial.

 

This tutorial is designed to help you walkthrough the process of creating a new playable character appearance for KOTOR 2.

 

Tools Needed:

Kotor Tool

Windows explorer

 

Prep:

Create a new folder on your Harddrive. For the purpose of this tutorial name the folder "PMHT01". Extract the following files into our new folder;

Appearance.2da

Heads.2da

Portraits.2da

twilek_m05.tpc (will extract as a tga which is perfect.)

twilek_m.mdl

twilek_m.mdx

 

PART 1:Making our 2da entries.

 

First open Appearance.2da and copy the following lines to the bottom of appearance.2da and renumber them as listed.

 

Lines: 136, 137, & 138

Renumber to: 671, 672, & 673

 

Next open Heads.2da and copy the following line to the bottom and renumber it as listed below.

 

Line:41

Renumber to: 192

 

Now here is where some fun begins. Refer back to your appearance.2da entries you created a few short minutes ago. Also refer to the above pictures linked earlier. We want to change the following fields in appearance.2da.

 

Label: From; P_MAL_A_SML_01, P_MAL_A_MED_01, & P_MAL_A_LRG_01.

To; P_MAL_T_SML_01, P_MAL_T_MED_01, & P_MAL_T_LRG_01.

 

Normalhead: From; 41

To; 192

 

Backuphead: From; 45

To; ****

 

Modela & Modelb: To; N_RepSold

 

Texa & Texb: To; N_TSFCmdr

 

Alrighty the appearance entries are out of the way now to the heads.2da entries. Also refer to above posted links to pictures.

 

Head & Alttexture: From; PMHA01

To; PMHT01

 

Headtexvve, Headtexve, & Headtexe: To; PMHT01D1

 

Headtexvvve: To; PMHT01D2

 

Alright and now to the last 2da edit portraits.2da. Open her up and lets take a look inside. Copy the following line and renumber as instructed.

 

Line:18

Renumber to: 63

 

We need to make the following changes to the following fields.

 

Baseresref: To; po_pmht01

Appearancenumber: To; 672

Appearance_s: To; 671

Appearance_l: To; 673

Baseresrefe, Baseresrefve, & Baseresrefvve: To; po_pmht01d1

Baseresrefvvve: To; po_pmht01d2

 

Voila we have done all of our 2da edits. Now to part 2.

 

PART 2:Naming our extracted files.

 

Ok, remember that folder that we extracted our files into earlier? Alright we are going to rename our mdl, mdx, & tga as follows.

 

Tga: From; twilek_m05.tga To; PMHT01.tga

Mdl: From; twilek_m.mdl To; PMHT01.mdl

Mdx: From; twilek_m.mdx To; PMHT01.mdx

 

Copy your tga file and paste it twice into this folder and rename the copies as follows.

 

PMHT01D1.tga & PMHT01D2.tga

 

Congrats now all thats left is taking our photo.

 

PART 3:Taking a Photo.

 

Alright lets add all 8 files we have created(the 3 tga's, 3 2da's, mdl, & mdx) into our overide folder. I'm assuming you have one & that it is empty for the purposes of this tutorial. Alright with the files in your overide start Kotor 2. Since we chose a male head start a new game as a male pc. At the character selection screen take your pick of the character choice and scroll through the head choices untill you come upon a twilek head with a white square for a photo. Take a screenshot at this point and exit out of the character creation process. Load up your prefered graphics program and find your screenshot. Cut and paste the image to your desires and have the file sized to 128 x 128 then saved as po_pmht01.tga as a 32bit tga file. Save the file 2 more times as po_pmht01d1.tga and po_pmhtd2.tga. Add these files to our folder for our new head and into overide. Start Kotor 2 once again and when you flip through your heads you will find your new head now as a picture of himself.

 

Special Note: You might have noticed I didn't cover texture editing here for your new head. Your absolutley right that is completly and utterly up to you as the maker of this mod from here on.

 

I hope this has been of help to people out there. I look forward to it's return in the master tutorial section above.

 

*Changed it for you svosh.*

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  • 4 months later...

The only difference between these instructions and those for K1 is that some of the k1 heads require you to edit the mdl file. The problem is not all of them do. I labeled this for K2 as that is the game that I wrote the tut with. However as I have stated this tut should work with k1 if you follow it to the tee. I'm not going to write a seperate tut for only K1 though.

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